Resolution. The character must make a series of checks, with a DC determined at random based
on the quality of the opposition that the character runs into. A big part of the challenge in pit
fighting lies in the unknown nature of a character’s opponents.
The character makes three checks: Strength (Athletics), Dexterity (Acrobatics), and a special
Constitution check that has a bonus equal to a roll of the character’s largest Hit Die (this roll
doesn’t spend that die). If desired, the character can replace one of these skill checks with an
attack roll using one of the character’s weapons. The DC for each of the checks is 5 + 2d10;
generate a separate DC for each one. Consult the Pit Fighting Results table to see how the
character did.
Pit Fighting Results
Result Value
0 successes Lose your bouts, earning nothing.
1 success Win 50 gp.
2 successes Win 100 gp.
3 successes Win 200 gp.
Complications. Characters involved in pit fighting must deal with their opponents, the people
who bet on matches, and the matches’ promoters. Every workweek spent pit fighting brings a 10
percent chance of a complication, examples of which are on the Pit Fighting Complications table.
Pit Fighting Complications
d6 Complication
1 An opponent swears to take revenge on you.
2 A crime boss approaches you and offers to pay you to intentionally lose a few matches.
3 You defeat a popular local champion, drawing the crowd’s ire.
4 You defeat a noble’s servant, drawing the wrath of the noble’s house.*
5 You are accused of cheating. Whether the allegation is true or not, your rtarnished.* eputation is
6 You accidentally deliver a near-fatal wound to a foe.
*Might involve a rival
Relaxation
Sometimes the best thing to do between adventures is relax. Whether a character wants a hard-
earned vacation or needs to recover from injuries, relaxation is the ideal option for adventurers
who need a break. This option is also ideal for players who don’t want to make use of the
downtime system.